;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1997 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows farmers to build hunting blinds.
^Allows settlers to build airbases.
^Allows settlers to build railroads.
^Allows farmers to improve farmland.
^Increases the effect of temples.
^Increases the effect of ball courts.
^Worth bonus points to Civilization score.
^Increases canoe movement rates by one.
^No effect.
^Free civ. advance for first civ. to discover.
^Decreases the effect of Patios.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see things two spaces away.
^Ignores enemy areas of influence.
^Can make amphibious landings.
^Invisible to normal fishermen.
^Can attack flying creatures.
^May be lost out of sight of shore.
^Ignores village pallisades.
^Can carry fliers.
^Can make paradrops.
^Treats all squares as paths.
^Better defense against most creatures.
^Only Fundamentalist governments can build.
^Destroyed after attacking.
^Doubled efense against fliers.
^Can spot submerged objects farther away.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: Village Improvements

@PEDIAIMPROVE
@width=480
@title=Village Improvement
^^%STRING0
^

@;Leader
@PEDIAIMPROVE1
Eliminates inefficiency in the village,
and decreases it in nearby villages.

@;Men's Lodge
@PEDIAIMPROVE2
Village produces Veteran ground units. Ground units can
be completely repaired in a single turn.

@;Smokehouse
@PEDIAIMPROVE3
Only half of the village's food store is depleted when
it grows.

@;Temple
@PEDIAIMPROVE4
Up to two discontented citizens are made content.

@;Barter Market
@PEDIAIMPROVE5
Increases income and luxuries by half.

@;Lorekeeper's Post
@PEDIAIMPROVE6
Increases learning by half.

@;Courthouse
@PEDIAIMPROVE7
Decreases corruption by 50%%. Makes city more resistant
to bribery by enemy diplomats and spies. Under Confederacy,
one content citizen becomes happy.

@;Pallisade
@PEDIAIMPROVE8
Triples defense against attacks by land.

@;Maloca (longhouse)
@PEDIAIMPROVE9
Allows a village to increase beyond size 5.

@;Floating Market
@PEDIAIMPROVE10
Increases income and luxury by an additional half
(cumulative with Barter Market).

@;Patio (Village green)
@PEDIAIMPROVE11
Makes content four unhappy villagers.

@;University
@PEDIAIMPROVE12
Increases science output by an additional
50%% (cumulative w/ Library).

@;Boardwalks
@PEDIAIMPROVE13
Eliminates mud caused by many feet.

@;Colosseum
@PEDIAIMPROVE14
Three unhappy citizens are made content
(four w/ Electronics).

@;Kiln
@PEDIAIMPROVE15
Increases resources in a village by half.

@;Tanning Vats
@PEDIAIMPROVE16
Increases resources by an additional half
(cumulative with a Kiln).

@;SDI Defense
@PEDIAIMPROVE17
Protects everything within three spaces of
the city from nuclear attack.

@;Recycling Center
@PEDIAIMPROVE18
Decreases the pollution caused by factories.

@;Power Plant
@PEDIAIMPROVE19
Increases factory output by 50%%.

@;Hydro Plant
@PEDIAIMPROVE20
Increases factory output by 50%%.  Cleaner
than Power Plant, and generally safer than
Nuclear Plant.

@;Nuclear Plant
@PEDIAIMPROVE21
Increases factory output by 50%%.  Cleaner
than Power Plant (same as Hydro Plant), but
there is a risk of Nuclear Meltdown unless
civilization has discovered Fusion.

@;Stock Exchange
@PEDIAIMPROVE22
Increases tax and luxuries output by an additional
50%% (cumulative with Marketplace and Bank for a grand
total of 150%%).

@;Sewer Pits
@PEDIAIMPROVE23
Allows a village to grow beyond size 10.

@;Rocas
@PEDIAIMPROVE24
Allows cultivated plantings to be further improved
to full farmland, boosting food production by half.

@;Festa da Lua Nova
@PEDIAIMPROVE25
Boosts the trade over a village's paths by half.

@;Research Lab
@PEDIAIMPROVE26
Increases science output by an additional 50%%
(cumulative with Library and University for a
grand total of 150%%).

@;SAM Missile Battery
@PEDIAIMPROVE27
Units in city are doubled on defense against
air units and non-nuclear missile units.

@;Coastal Fortress
@PEDIAIMPROVE28
Units in city are doubled on defense against
shore bombardment by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
Increases factory output by 50%%.  Cleaner
than all other forms of power.

@;Floating Dock
@PEDIAIMPROVE30
All river or lake areas near the village yield
half again more food.

@;Great Seine
@PEDIAIMPROVE31
All river or lake areas near the village yield
half again more resources.

@;Airport
@PEDIAIMPROVE32
City produces veteran air units.
Any air unit spending its entire turn in the city
is completely repaired. Allows airlift.

@;Police Station
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from city by 1.

@;Canoe Yard
@PEDIAIMPROVE34
Village produces veteran river units.
Any canoe spending its entire turn in the village is
completely repaired.

@;SS Structural
@PEDIAIMPROVE35
One of three parts needed to build a spaceship.

@;SS Component
@PEDIAIMPROVE36
One of three parts needed to build a spaceship.

@;SS Module
@PEDIAIMPROVE37
One of three parts needed to build a spaceship.

@;Craftworking
@PEDIAIMPROVE38
Converts production into trade.

@;Great Drying Racks
@PEDIAIMPROVE39
There was actually little drying done before the arrival
of large supplies of salt to help the process in the
humid climate.
(Counts as a Smokehouse in every village of your tribe.)

@;O Cantico das Mulheres
@PEDIAIMPROVE40
"The song of the women."  In tribes in Southcentral
Brazil the women gather in the "patio" to sing when
visitors arrive or on special occasions.
(One extra happy person in every village.)

@;The Great Market Raft
@PEDIAIMPROVE41
Along the large rivers floating markets and stores
are common today.  I'm guessing they've been around
a while.
(The village produces more trade over each pathway or 
waterway.)

@;O Hino a Farinha
@PEDIAIMPROVE42
"The Hymn to Farinha."  Farinha is a staple.  It is
made by grinding mandioca (manioc) into mush, squeezing
out the prussic acid, then roasting it until it is 
dry.
(Obsolete, used for scoring only.)

@;A Cancao do Timbor
@PEDIAIMPROVE43
"The Song of the Drum."  Drums are common instruments,
as are wooden flutes.
(Obsolete, used for scoring only.)

@;A Cancao da Moca Pintada
@PEDIAIMPROVE44
"The Song of the Painted Girl."  Body and face painting
are common.  The Marubu women often have their throats
painted very dark blue (almost black).  The dyes are
herbal in nature.
(Obsolete, used for scoring only.)

@;A Cancao do Esposo Bebo
@PEDIAIMPROVE45
"The Song of the Drunken Husband."  Mystic sorts who
drink and take too many hallucinogens crop up in myths.
(Obsolete, used for scoring only.)

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
(not used)

@;O Robo do Fogo do Urubu
@PEDIAIMPROVE47
"The Theft of the Vulture's Fire."  A common myth in
the basin is the origin of fire.  It is often stolen
byt a culture hero from a vulture or a jaguar.
(Obsolete, used for scoring only.)

@;O Mito das Amazonas
@PEDIAIMPROVE48
"The Myth of the Amazons."  The legends of warrior
women are scattered in the area.  Many play into
myths about the battle of the sexes.
(Obsolete, used for scoring only.)

@;O Cancao do Curupira
@PEDIAIMPROVE49
"The Song of the Curupira."  The curupira is a sort
of boogyman.  They appear in many tribes' lore, but 
not all.
(Obsolete, used for scoring only.)

@;A Lua e Seu Irma
@PEDIAIMPROVE50
"The Moon and His Sister."  A common myth theme from
which an incest taboo generally derives.  
(Obsolete, used for scoring only.)

@;A Origem de Noite
@PEDIAIMPROVE51
"The Origin of Night."  A common myth theme.  Darkness
is let loose Pandora fashion limiting the Sun's reign.
(Obsolete, used for scoring only.)

@:O Mito dos Gemios
@PEDIAIMPROVE52
"The Myth of the Twins."  Twin myths are common.  The
second is believed to have a different father, often
an evil spirit, and is sometimes exposed Oedipus
fashion.  Other times the two avenge a parental death.
(Obsolete, used for scoring only.)

@;A Cancao do Outro
@PEDIAIMPROVE53
"The Song of the Other."  
(Obsolete, used for scoring only.)

@;O Cancao dos Marubus
@PEDIAIMPROVE54
"The Song of the Marubu."
This one is just to bring up the starting score from
the "no Barbarian" deficit a bit.
(Obsolete, used for scoring only.)

@;Isaac Newton's College
@PEDIAIMPROVE55
Doubles science output of city.

@;O Mito do Primeiro Tucuna
@PEDIAIMPROVE56
"The Myth of the First Tucuna."  There are, of course,
origin myths, but this is a gimmee to bring up the
"no barbarian" deficit.
(Obsolete, used for scoring only.)

@;A Lenda da Esposa do Boto
@PEDIAIMPROVE57
"The Legend of the Wife of the Dolphin."  Dolphins
are negative symbols in the Amazon.  They bewitch and
impregnate swimmers, resulting in monstrous children.
(Obsolete, used for scoring only.)

@;A Lenda do Rapaz e a Onca
@PEDIAIMPROVE58
"The Legend of the Boy and the Jaguar."  Jaguars are
almost always the fall-guys in myths.  They are big and
nasty, but dumb.  There are Little Red Riding Hood sorts
of situations with the jaguar in place of the wolf.
(Obsolete, used for scoring only.)

@;O Rito de Paz
@PEDIAIMPROVE59
"Rite of Peace."
When you first discover the Rite of Peace, Every tribe's 
attitude toward you immediately improves and will improve more 
gradually over time.  Other tribes are also quicker to forget 
your dishonorable actions.

@;A Cancao dos Tucunas
@PEDIAIMPROVE60
"The Song of the Tucuna."
This one is just to bring up the starting score from
the "no Barbarian" deficit a bit.
(Obsolete, used for scoring only.)

@;O Mito do Primeiro Marubu
@PEDIAIMPROVE61
"The Myth of the First Marubu."  There are, of course,
origin myths, but this is a gimmee to bring up the
"no barbarian" deficit.
(Obsolete, used for scoring only.)

@;Manhattan Project
@PEDIAIMPROVE62
(not used)

@;United Nations
@PEDIAIMPROVE63

@;Apollo Program
@PEDIAIMPROVE64
(not used)

@;A Cancao de Guerra
@PEDIAIMPROVE65
"The Song of War."
(Obsolete, used for scoring only.)

@;A Cancao do Sucuri
@PEDIAIMPROVE66
"The Song of the Anaconda."
(Obsolete, used for scoring only.)

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Clan and Tribal, allow your
tribe to expand rapidly, to produce and sustain large numbers
of foragers, hunters and fishers, and to control affairs.
^
The Cooperative, on the other hand, give's your tribe the
ability to produce vast amounts of trade, which increases
wealth and knowledge rapidly. On the other hand, villagers
may grow unhappy at absent friends and family; also, your 
Council may try to interfere in your conduct of foreign affairs.
^
To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to the Clan, except that the inefficiency
rate is VERY HIGH (see entry for The Clan).  However, no
taxes are collected during a period of Anarchy, and no
learning is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: The Clan
^UNIT SUPPORT
Each unit above the village size costs one resource per turn.
Farmers and trappers eat two food per month.
^
^HAPPINESS
Up to three armed units in each village will institute
"martial law", imposing contentment on an unhappy villager.
^
^INEFFICIENCY AND WASTE
The Clan has a HIGH rate of inefficiency and waste.  The
level of inefficiency in a particular village is based on its
distance from the first village.
^
^SPECIAL
Under The Clan, none of the learning/tax/luxury rates may
be set higher than 60%%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of The Clan's high rate of inefficiency, it is almost
always an inferior form of government.  Try to switch to a
Tribal as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Tribal Government
^UNIT SUPPORT
Each unit beyond the third costs one resource per month.
Farmers and trappers eat two food per month.
^
^HAPPINESS
Up to three armed units in each village will institute
"martial law", imposing contentment on an unhappy villager.
^
^INEFFICIENCY AND WASTE
Tribal government has a MODERATE rate of inefficiency and waste.
The level of inefficiency in a particular village is based on its
distance from the first village.
^
^SPECIAL
Under a Tribal government, none of the learning/tax/luxury rates
may be set higher than 70%%.
^
^HINTS
Tribal government is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Communism (not used)
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under Communism, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All SPY units produced under Communist governments are
given VETERAN status.  Under Communism, none of the
science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
Communism is best for large, far-flung empires which need
to maintain a large military.  Use your powerful spies to
steal technology from the capitalist pigs.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Fundamentalism (not used)
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat one
food per turn.  ONLY Fundamentalist governments
may produce FANATIC units.
^
^HAPPINESS
Under Fundamentalism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Fundamentalism has a LOW rate of corruption.
However, Fundamentalism has the special disadvantage that
all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.)
produce "tithes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "terrorist acts" committed by
your Diplomats and Spies are reduced.
Under Fundamentalism, none of the science/tax/luxury rates may
be set higher than 80%%.
^
^HINTS
Fundamentalism eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Cooperative
^UNIT SUPPORT
Each unit costs one resource per month in support.  Farmers and
trappers eat three food per turn.
^
^HAPPINESS
Each armed unit AFTER THE FIRST which is not in a friendly
village (or a hunting blind within 3 spaces of a friendly village)
causes one villager in its home village to become unhappy.
^
^INEFFICIENCY AND WASTE
The Cooperative has a LOW rate of inefficiency and waste.  The
level of inefficiency in a particular village is based on its
distance from the first village.
^
^SPECIAL
Under a Cooperative, each area which ordinarily produces at
least one unit of trade produces an extra unit.
None of the learning/tax/luxury rates may be set higher
than 80%%.
^
^HINTS
Switching to a Cooperative can give an astounding boost to your
learning and income, although you'll probably have to divert
some of your trade to luxuries.  It becomes more difficult 
(and expensive) to keep many units in the field.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Confederacy 
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat THREE
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or a hunting blind within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
Confederacies experience NO inefficiency or waste.
^
^SPECIAL
Under a Confederacy, each area which ordinarily produces at
least one unit of trade produces an extra unit.
The units and villages of a Confederacy are immune to BRIBERY
of all forms.
The learning/tax/luxury rates may be set to any level
desired.
^
^HINTS
Confederacies can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on armed units, this form of
government tends to be viable only for large, advanced
civilizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

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